Rust world, event, vehicle and AI console commands
Quick answer: these are the Rust console commands for weather, world events, vehicles, boats, horses, farm animals, NPCs and AI. Type one in the server console or over RCON, or in the F1 console in game when you are an admin on that server. This list comes straight from a Rust dedicated server (Rust build 26431843, read 2026-11-06), and it is refreshed after every Rust update.
Admins means the player must be an owner or moderator on the server; Server console and RCON commands cannot be typed by a player at all. The common admin commands, the global commands (kick, ban, teleport) and the Oxide commands are on Rust admin commands. The other groups: Server, player and item commands, Debug and other commands, F1 client commands.
| Command | Who can run it | What it does |
|---|---|---|
ai.addignoreplayer | Admins | Add a player (or command user if no player is specified) to the AIs ignore list. |
ai.aizonestats | Admins | Prints the total count of registered AIInformationZone instances on the server |
ai.brainstats | Admins | Prints the current count of active animal, scientist, pet, and new NPC2 brain instances on the server |
ai.clearignoredplayers | Admins | Remove all players from the AIs ignore list. |
ai.deselectnpc | Admins | Removes the NPC you are looking at from your selection and hands it back to its normal AI. |
ai.killanimals | Admins | Kills all animal NPCs and animal NPC2 entities currently on the server |
ai.killscientists | Admins | Kills all scientist NPCs, tunnel dwellers, and non-animal NPC2 entities currently on the server |
ai.movenpc | Admins | Orders every NPC selected with ai.selectnpc to path to the position you are looking at. Optional gait: sneak, walk, jog, run, sprint, fullsprint - defaults to ai.debugmovegait. |
ai.printignoredplayers | Admins | Print a lost of all the players in the AI ignore list. |
ai.printorkilloffnavscientists | Admins | Print a list of all scientists that are off the navmesh. Optionally kill them off by passing true as the first argument. |
ai.releasenpc | Admins | Releases every NPC selected with ai.selectnpc and hands them back to their normal AI. |
ai.removeignoreplayer | Admins | Remove a player (or command user if no player is specified) from the AIs ignore list. |
ai.selectnpc | Admins | Adds the NPC you are looking at to your selection so ai.movenpc can order it around. |
ai.selectnpclookatserver | Admins | Editor-only: finds the NPC entity with the given network ID on the server and selects its game object in the Unity editor hierarchy |
ai.selectnpcsinrange | Admins | Adds every commandable NPC around you to your selection. Optional radius in metres - defaults to ai.debugmoveselectrange. |
ai.setnpcreactiontime | Admins | The time it takes for a NPC to fully notice a player standing right in front of them, in seconds. |
ai.showdistributions | Admins | Editor-only: teleports the caller to a top-down view, fills NPC populations, then draws DDraw labels and lines showing each NPC category and closest neighbour |
ai.showstate | Admins | Show NPC state information. |
ai.sleepwakestats | Admins | Prints statistics about AI sleeping zones: how many zones are sleepable, how many are sleeping, and the total count of sleeping entities |
ai.wakesleepingai | Admins | Wakes all currently sleeping AI information zones, forcing all sleeping NPCs within them to become active; reports zones and entity counts woken |
apartment
Section titled “apartment”| Command | Who can run it | What it does |
|---|---|---|
apartment.checkoutallrooms | Admins | Checkout every room in the apartment complex |
apartment.checkoutroom | Admins | |
apartment.fakerentroom | Admins | |
apartment.givestalecombattrigger | Admins | Admin test tool: injects a stale combat-zone trigger (TriggerSafeZoneOverride) into your trigger list without physically entering it, reproducing the reconnect/wake desync so you can verify safezone damage protection. Run it near a loaded apartment, then walk out into the world. |
apartment.printapartmentfurniture | Admins | Print list of furniture inside your room |
apartment.printitemtax | Admins | Print out a list of all items that apartments will tax |
apartment.rentallrooms | Admins | |
apartment.rentallroomsoftype | Admins | |
apartment.rentroom | Admins | |
apartment.scheduleddeath | Admins | Test triggering the scheduled death in safezones |
apartment.testapartmentsecuritydoor | Admins | Test triggering the apartment security door |
| Command | Who can run it | What it does |
|---|---|---|
bot.crouch_server | Admins | Sets the ducked/crouching model state on a specific bot by name or Steam ID; used to control bot posture in testing scenarios |
bot.sv_exec_command | Admins | Executes a console command on a specific bot player by name or Steam ID; hidden from admin UI as it is intended for bot scripting only |
bot.sv_exec_command_all | Admins | Executes a console command on every bot player currently on the server; hidden from admin UI |
bot.sv_exec_command_sphere | Admins | Executes a console command on all bot players within a given radius of the calling admin; hidden from admin UI |
deepsea
Section titled “deepsea”| Command | Who can run it | What it does |
|---|---|---|
deepsea.close | Admins | Initiates the deep sea closing sequence |
deepsea.createdeepsea | Admins | Creates the deep sea manager entity on the server |
deepsea.enterdeepsea | Admins | Teleports the player (or their mounted vehicle) into the deep sea |
deepsea.leavedeepsea | Admins | Teleports the player (or their mounted vehicle) back to the main island from the deep sea. |
deepsea.open | Admins | Initiates the deep sea opening sequence |
deepsea.printboatteleports | Admins | Prints what players on the player’s boat will be teleported to the deep sea |
deepsea.printentitycount | Admins | Prints a breakdown of all entities currently in the deep sea |
deepsea.printloot | Admins | Prints a breakdown of all loot containers, trees, and ore nodes currently in the deep sea |
deepsea.printtimetowipe | Admins | Prints the current time remaining until the deep sea wipes |
deepsea.settimetonextopening | Admins | Sets the time in seconds until the deep sea re-opens after a wipe |
deepsea.settimetowipe | Admins | Sets the time in seconds until the deep sea wipe triggers |
deepsea.spawnfloatingcityhere | Admins | Spawns a random floating city prefab at the player position |
deepsea.spawnghostshiphere | Admins | Spawns a random ghost ship prefab at the player position |
deepsea.spawnislandhere | Admins | Spawns a random deep sea island prefab at the player position |
deepsea.spawnrhibgrouphere | Admins | Spawns a RHIB patrol boat group at the player position |
deepsea.status | Admins | Prints the current deep sea status |
deepsea.testportalspawnlocation | Admins | Tests whether the calling player’s current position is a valid portal spawn location; draws a green sphere if valid or red sphere if invalid with the given radius and duration in seconds |
events
Section titled “events”| Command | Who can run it | What it does |
|---|---|---|
events.print_server_events | Admins | Prints a table of all registered server events with their current enabled state, minimum delay, maximum delay, and last trigger time |
events.set_event_enabled | Admins | Enables or disables a specific server event by name; disabled events will not trigger automatically until re-enabled |
events.set_event_max_delay | Admins | Sets the maximum delay in seconds between automatic triggers of the named server event |
events.set_event_min_delay | Admins | Sets the minimum delay in seconds between automatic triggers of the named server event |
| Command | Who can run it | What it does |
|---|---|---|
heli.call | Admins | Spawns and sends a patrol helicopter to the specified player or position, using the same logic as calltome but targeting another player |
heli.calltome | Admins | Orders the active patrol helicopter to fly to the calling admin position and attack there |
heli.death | Admins | Forces the active patrol helicopter to die immediately, triggering its death explosion and crash sequence |
heli.drop | Admins | Spawns a patrol helicopter at the calling admin position, bypassing the normal random spawn logic; primarily used for testing |
heli.flee | Admins | Orders the active patrol helicopter to immediately flee to a random distant location and disengage |
heli.move | Admins | Moves the active patrol helicopter to the calling admin current position without entering combat mode |
heli.orbit | Admins | Orders the active patrol helicopter to orbit around the calling admin current position |
heli.orbitstrafe | Admins | Orders the active patrol helicopter to orbit and strafe the calling admin position simultaneously |
heli.patrol | Admins | Orders the active patrol helicopter to resume normal patrol mode, following its randomised waypoint path across the map |
heli.strafe | Admins | Orders the active patrol helicopter to perform a strafing run on the calling admin current position |
heli.testpuzzle | Admins | Triggers the helicopter puzzle sequence (approach, puzzle activation, reward) for testing the helicopter monument puzzle |
livestock
Section titled “livestock”| Command | Who can run it | What it does |
|---|---|---|
livestock.ageup | Admins | Immediately grows the nearest livestock infant into its adult stage. Optional search radius in metres (default 20). |
livestock.census | Admins | Counts the livestock population and what it has produced. Optional radius in metres around the caller (default 0, the whole map). |
livestock.censusreset | Admins | Zeroes the livestock census running totals and the profiler, so the next reading covers only what happens from now. |
livestock.completepregnancy | Admins | Makes the nearest pregnant livestock animal give birth now, without waiting out the rest of its pregnancy. Optional search radius in metres (default 20). |
livestock.cullexcess | Admins | Kills livestock past livestock.maxPerSpecies, cattle and sheep counted apart: unowned animals first, then owned ones, the worst kept and worst bred first in each. An optional head count culls down to that instead. |
livestock.drawherds | Admins | Toggles drawing the free range herds within livestock.drawRadius of you, each in its own colour: the whole herd the count links through livestock.freeRangeLinkRadius, past the cap, joined by its shortest set of lines, and its size against livestock.maxFreeRangeHerd with how many of it are not owned. Pass 1 or 0 to set it instead. |
livestock.drawpens | Admins | Toggles drawing every livestock pen within livestock.drawRadius of you, each in its own colour: its border, a marker on each animal on it and each trough and water container it keeps, and what it houses. Pass 1 or 0 to set it instead. |
livestock.dung | Admins | Makes the nearest livestock animal drop dung now, without waiting for its timer. Optional search radius in metres (default 20). |
livestock.emptyfullness | Admins | Empties the nearest livestock animal’s fullness, so it goes looking for food. Optional search radius in metres (default 20). |
livestock.emptyhydration | Admins | Empties the nearest livestock animal’s hydration, so it goes looking for water. Optional search radius in metres (default 20). |
livestock.fillfullness | Admins | Fills the nearest livestock animal’s fullness, as if it had just eaten its fill. Optional search radius in metres (default 20). |
livestock.fillhydration | Admins | Fills the nearest livestock animal’s hydration, as if it had just drunk its fill. Optional search radius in metres (default 20). |
livestock.forcebreed | Admins | Sends the nearest male livestock animal to mate with the nearest valid female, skipping the mate search. Optional search radius in metres (default 20). |
livestock.makepregnant | Admins | Makes the nearest livestock animal pregnant. Obeys standard breeding rules. Optional search radius in metres (default 20). |
livestock.readytomilk | Admins | Adds one stored milking to the nearest cow now, up to the most it can hold, without waiting out its cooldown. Optional search radius in metres (default 20). |
livestock.readytoshear | Admins | Makes the nearest sheep ready to shear now, without waiting out its cooldown. Optional search radius in metres (default 20). |
livestock.rename | Admins | Renames the nearest livestock animal. Usage: livestock.rename <name> [radius], quoting a name that contains spaces, radius in metres (default 20) |
livestock.sendhome | Admins | Moves the home of every livestock animal in range to where the caller is standing, so roam and the night gather aim here until it next eats at a trough. Optional radius in metres (default 30). |
livestock.setcondition | Admins | Sets the condition of the livestock animal the caller is looking at, or the nearest one. Condition is the slow average that price, dung and willingness read. Usage: livestock.setcondition <0-1> [radius], radius in metres (default 20) |
livestock.setcurious | Admins | Makes the nearest livestock animal curious or not, so it will follow a player it knows without a lead. Setting it clears sleepy. Usage: livestock.setcurious <0|1> [radius], radius in metres (default 20) |
livestock.setfamiliarity | Admins | Sets how many seconds of familiarity the calling player has with the livestock animal they are looking at, or the nearest one. Usage: livestock.setfamiliarity <seconds> [radius], radius in metres (default 20) |
livestock.setfamiliarityall | Admins | Sets how many seconds of familiarity the calling player has with every livestock animal in range. 0 resets them all. Usage: livestock.setfamiliarityall <seconds> [radius], radius in metres (default 30) |
livestock.setgene | Admins | Sets both copies of one gene on the livestock animal you are looking at, or the nearest one, the better copy being the one that shows. Usage: livestock.setgene <Dung|Yield|Fertility|Hardiness> <firstAllele> <secondAllele> [radius], each allele Bad, Ok or Good |
livestock.setinbred | Admins | Makes the livestock animal you are looking at, or the nearest one, inbred or not, by forcing its two lineage markers together or apart. Usage: livestock.setinbred <0|1> [radius] |
livestock.setpotential | Admins | Sets the potential of the livestock animal the caller is looking at, or the nearest one, as if it was raised that content. Usage: livestock.setpotential <0-1> [radius], radius in metres (default 20) |
livestock.setsleepy | Admins | Makes the nearest livestock animal sleepy or not, so once grown it spends most of the day lying down away from the herd. Setting it clears curious. Usage: livestock.setsleepy <0|1> [radius], radius in metres (default 20) |
livestock.showcoat | Admins | Prints what the nearest livestock animal’s coat is made of, which is its genes and, for a species with patches, the coat seed it was born with. Usage: livestock.showcoat [radius], radius in metres (default 20) |
livestock.showgenes | Admins | Prints the genes of the livestock animal you are looking at, or the nearest one, both copies of each, plus its lineage markers. Optional search radius in metres as the first argument (default 20). |
livestock.showhome | Admins | Draws an arrow from the livestock animal you are looking at, or the nearest one, to its home: the last trough it ate at, or where it started. Green when that is inside a base. Optional search radius in metres (default 20) and seconds to draw for (default 10). |
livestock.spawnspecial | Admins | Spawns one of the named special livestock animals in front of you, skipping the rarity roll but obeying every other rule. Usage: livestock.spawnspecial <name> [species], species being needed only for an entry that fits more than one |
livestock.specials | Admins | Lists the special livestock animals this server has already produced, and counts the rest without naming them |
livestock.swapgender | Admins | Swaps the gender of the nearest livestock animal. Optional search radius in metres (default 20). |
| Command | Who can run it | What it does |
|---|---|---|
nexus.broadcast_ping | Admins | Sends a ping to all Nexus servers in the cluster simultaneously and prints individual round-trip times |
nexus.ping | Admins | Sends a ping to a specific Nexus server by name and prints the round-trip latency; used for testing inter-server connectivity |
nexus.playeronline | Admins | Checks whether the named or Steam-ID-specified player is currently online on any server in the Nexus cluster |
nexus.refreshislands | Admins | Forces a refresh of the Nexus island layout, re-querying the zone controller for current island assignments |
nexus.transfer | Admins | Initiates a Nexus transfer of the specified player to a named destination server or zone in the cluster |
nexus.uploadmap | Admins | Reupload the map image to the nexus. Normally happens automatically at server boot. WARNING: This will lag the server! |
npcvendingmachine
Section titled “npcvendingmachine”| Command | Who can run it | What it does |
|---|---|---|
npcvendingmachine.addhours | Admins | Simulates the provided number of hours passing in the vending machine system |
npcvendingmachine.printallpricechanges | Admins | Print out all current price changes on the server |
npcvendingmachine.resetdynamicpricing | Admins | Resets the state of all discounts and surcharges from NPC vending machines |
npcvendingmachine.resetfrequencytags | Admins |
playerboat
Section titled “playerboat”| Command | Who can run it | What it does |
|---|---|---|
playerboat.kill_all_above_block_count | Admins | Kills all player boats that have more building blocks than the given threshold; used for server cleanup |
playerboat.kill_all_above_deployable_count | Admins | Kills all player boats that have more deployed entities than the given threshold; used for server cleanup |
playerboat.kill_io_deployables | Admins | Kills any IO entities deployed on boats. Not a fast command. Use sparingly when needed. |
playerboat.kill_nonconvex_deployables | Admins | Kills any entities deployed on boats with non-convex colliders. Not a fast command. Use sparingly when needed. |
playerboat.lookatdragbyangle | Admins | Prints drag force debug data based on the angle between the boat heading and player look direction; admin-only |
playerboat.print_nonconvex | Admins | Prints a list of boats with non-convex collider deployables. Not a fast command. Use sparingly when needed. |
playerboat.print_stats | Admins | Prints statistics about all player boats on the server including block counts, deployable counts, and resource totals |
playerboat.setsailsopen | Admins | Opens all sails on the player boat directly in front of the calling admin player; admin-only dev command |
playerboat.sink | Admins | Instantly kills the player boat directly in front of the calling admin player; admin-only dev command |
| Command | Who can run it | What it does |
|---|---|---|
relay.cfg_reload | Admins | Reloads the Rust Relay configuration from disk, this will STOP the Rust Relay feature (restart with relay.restart) |
relay.cfg_save | Admins | Forces a save of the Rust Relay configuration to disk |
relay.clear_queue | Admins | Clears the relay send queue (useful if things are going wrong with the relay server) |
relay.reconnect_reset | Admins | Clears the reconnect attempt history, resetting the reconnect budget |
relay.restart | Admins | Attempts to restart the Rust Relay connection (may cause short lag) |
relay.rpc_whitelist_add | Admins | Adds an RPC Message to the RPC Whitelist |
relay.rpc_whitelist_rebuild | Admins | Rebuilds the RPC Whitelist ID List |
relay.rpc_whitelist_remove | Admins | Removes an RPC Message from the RPC Whitelist |
relay.shutdown | Admins | Shutsdown the Rust Relay sever connection |
relay.status | Admins | Returns a detailed Rust Relay status report |
rentableshop
Section titled “rentableshop”| Command | Who can run it | What it does |
|---|---|---|
rentableshop.closenearestshop | Admins | Close the nearest shop in 10m. Useful for testing |
rentableshop.processrenttick | Admins | |
rentableshop.randomiseownerofnearestshop | Admins | Randomise the owner of the nearest shop in 10m. Useful for testing |
rentableshop.resettakeoverprotectionofclosestshop | Admins | Reset the takeover protection duration of nearest shop. Useful for testing |
| Command | Who can run it | What it does |
|---|---|---|
room.draw_faces | Admins | Draws the face outlines and closest-face links of the building block you are looking at and everything connected to it (breadth-first walk). Args: [duration=10] [range=40]. |
room.draw_networkgroups | Admins | Draws room contents and boundary network groups for the building you are looking at. Green = subscribed, yellow = held but awaiting subscription, red = not held, grey = positional grid. Args: [duration=10] [range=40]. |
room.draw_portals | Admins | Draws the portals of the building you are looking at (green = open, red = closed) |
room.draw_rooms | Admins | Draws the faces of the building you are looking at coloured by room. Args: [duration=10] [range=40]. Outside room is dim white; arrows point into the room each face borders. |
room.draw_visible | Admins | Draws the faces of every room you can see into from where you stand (green), and the rooms you cannot (red) |
room.exportbase | Admins | Editor-only: exports the current room partition to RoomFixtures/<name>.json so it can be replayed offline in the edit-mode tests. Pass a name; defaults to ‘capture’. To capture a base from a live server, copypaste it into an editor server first. |
room.exportpastes | Admins | Editor-only: pastes every .data file in a directory one at a time and exports each to RoomFixtures/<folder>/<paste>.json for the edit-mode fixture tests. Args: <directory> [folder=directory name]. Pastes that already have a fixture are skipped. |
room.occlusionstats | Admins | Prints interior occlusion’s shadow-mode report: how much of the world ended up effectively outside (fail open) and how much each player has hidden |
room.printfaces | Admins | Prints the closest-face link of every edge on the building block you are looking at. Pass --ddraw to also draw the links. |
room.printportals | Admins | Prints every portal of the building you are looking at (rooms joined, filler, open state) |
room.printrooms | Admins | Prints the room partition of the building you are looking at |
room.printvisible | Admins | Prints the room a player is standing in and every room they can see into. Defaults to yourself. |
rustnav
Section titled “rustnav”| Command | Who can run it | What it does |
|---|---|---|
rustnav.bakestats | Admins | Print accumulated navmesh bake statistics. Pass true to reset them instead |
rustnav.debugload | Admins | |
rustnav.debugpath | Admins | |
rustnav.debugraycast | Admins | |
rustnav.debugrebuildtile | Admins | |
rustnav.debugsample | Admins | |
rustnav.debugsave | Admins | |
rustnav.draw | Admins | |
rustnav.dumptilegeo | Admins | Rebuild one default-navmesh tile synchronously and dump its assembled geometry + heightfield bounds to a file for the offline native-build harness: rustnav.dumptilegeo <tx> <ty> <path> |
rustnav.navmeshstats | Admins | List every navmesh (default + independent monuments/islands/ghostships) ranked by accumulated worker build time |
rustnav.rebuild | Admins | |
rustnav.setnumthreads | Admins |
satellite
Section titled “satellite”| Command | Who can run it | What it does |
|---|---|---|
satellite.launch | Admins | Dev: search for a safe crash site around the calling player using the exact same acceptance checks a control computer’s lock-in uses (topology, water, unevenness, safezones, obstructions), then launch the full orbital descent there. Not a full session replica: searches around the player rather than a computer’s semi-random targeting center, always does a fresh scan (no thruster-history reuse), and has no owning computer (no countdown screen, radius floor still enforced, no-build volume self-despawns after impact instead of being computer-managed): satellite.launch [radius] |
satellite.launchquick | Admins | Dev: exactly satellite.launch, same crash-site search and validation, but skips the wait: the satellite spawns already in phase 2, 30 seconds from impact, at the point of the descent path it would normally reach then: satellite.launchquick [radius] |
satellite.random | Admins | Trigger a satellite crash at a random valid position on the map |
satellite.trigger | Admins | Trigger a satellite crash at the calling player’s position or optional coordinates, with an optional satellite mass (kg) driving loot like a computer-controlled crash: satellite.trigger [mass] or satellite.trigger [x z [mass]] |
vehicle
Section titled “vehicle”| Command | Who can run it | What it does |
|---|---|---|
vehicle.autohover | Admins | Toggles auto-hover mode on the mini-helicopter the calling player is piloting, maintaining altitude automatically without pilot input |
vehicle.boatdriftinfo | Admins | Print out boat drift status for all boats |
vehicle.fixcars | Admins | Fixes up vehicles within 10m of the player by repairing to full hp, adding fuel to engines, and more |
vehicle.killboats | Admins | Destroys all boat vehicles (rowboats, RHIBs) currently spawned on the server |
vehicle.killcars | Admins | Destroys all modular car vehicles currently spawned on the server |
vehicle.killdrones | Admins | Destroys all drone vehicles currently spawned on the server |
vehicle.killminis | Admins | Destroys all minicopter vehicles currently spawned on the server |
vehicle.killmotorbikes | Admins | Destroys all motorbike vehicles currently spawned on the server |
vehicle.killpushbikes | Admins | Destroys all push bike vehicles currently spawned on the server |
vehicle.killscraphelis | Admins | Destroys all scrap transport helicopter vehicles currently spawned on the server |
vehicle.killtrains | Admins | Destroys all train vehicles currently spawned on the server |
vehicle.setrepairablepads | Admins | Forces every repairable vehicle pad on the map to be rebuilt, or pass false to wreck them again. |
vehicle.stop_all_trains | Admins | Immediately stops all train entities on the server, zeroing their speed; useful for clearing deadlocked train paths |
vehicle.swapseats | Any player | |
vehicle.swaptoseat | Any player | |
vehicle.train_list | Admins | List all train engines with their entity IDs and current speeds. |
vehicle.train_speed | Admins | Set a train’s target speed in km/h. Usage: vehicle.train_speed <km/h> (look-at) or vehicle.train_speed <id> <km/h>. Negative = reverse. |
vehicle.train_speed_all | Admins | Set all trains to the same target speed in km/h. Usage: vehicle.train_speed_all <km/h>. Negative = reverse. |
vehicle.train_stop | Admins | Gradually brake a train to a stop. Usage: vehicle.train_stop (look-at) or vehicle.train_stop <id>. |
weather
Section titled “weather”| Command | Who can run it | What it does |
|---|---|---|
weather.list_cloud_configs | Admins | Lists all available volumetric cloud configuration asset names registered in the Climate instance |
weather.load | Admins | Loads and applies a named weather preset to the climate system; admin/developer only; server replicates the change to all clients |
weather.load_cloud_config | Admins | Loads a named volumetric cloud configuration and applies it to the climate override; admin/developer only; server replicates to clients |
weather.report | Admins | Prints a detailed report of the current weather state including fog, rain, wind, cloud, and all climate parameter values; admin/developer only |
weather.reset | Admins | Resets all weather overrides and cloud configurations, restoring the dynamic weather system; admin/developer only; server replicates to clients |
weather.reset_cloud_config | Admins | Clears the volumetric cloud configuration override and resets cloud settings to the dynamic weather system; server replicates to clients |
| Command | Who can run it | What it does |
|---|---|---|
world.drawbounds | Admins | Draws flat wireframe boxes in the world showing world bounds (red), terrain margin (yellow), deep sea bounds (cyan), and portal bounds (green/magenta) for the given duration in seconds |
world.monuments | Admins | Prints a table of all monuments on the current map including type, display name, prefab path, and world position; admin/developer only |
world.renderlabs | Admins | Renders a PNG of the current map’s underwater labs, for a specific floor |
world.rendermap | Admins | Renders a high resolution PNG of the current map |
world.rendertunnels | Admins | Renders a PNG of the current map’s tunnel network |
More commands
Section titled “More commands”Groups with only a few entries, in one list.
| Command | Who can run it | What it does |
|---|---|---|
airfieldairdropterminal.force_charge | Admins | |
airfieldairdropterminal.force_shortcircuit | Admins | |
airfieldcallchinookterminal.force_charge | Admins | |
airfieldcallchinookterminal.force_shortcircuit | Admins | |
baseboat.seconds_between_shore_drift | Admins | |
baseboat.seconds_until_shore_drift | Admins | |
basemountedweapon.reload | Admins | Forces the ballistas, cannons and mortars within 10m of the calling admin player to reload immediately; admin-only |
batteringramhead.hurt | Admins | Deals the specified amount of damage to the battering ram head entity nearest to the calling admin player; admin-only |
boatbuildingstation.print_stats | Admins | |
bradley.quickrespawn | Admins | Forces an immediate Bradley APC respawn, bypassing the normal respawn delay; admin only |
bradleyapc.spawnroadbradley | Admins | |
cannon.adminfire | Admins | |
cargoship.debug_cargo_status | Admins | |
cargoship.debug_info | Admins | |
cargoship.egress | Admins | Start the cargo ship’s egress (leave) phase. |
catapult.fire | Admins | Fire all catapults |
catapult.reload | Admins | Reload all catapults. 0: empty, 1: stone boulder, 2: fire bomb, 3: propane explosive, 4: bee bomb, 5: bot player |
ch47helicopteraicontroller.dropcrate | Admins | Commands all active CH47 Chinook helicopter AI controllers to drop their cargo crate immediately |
electricbattery.batteryid | Admins | |
env.addtime | Admins | Advances the in-game time of day by the specified number of hours; useful for quickly cycling to day or night for testing |
eventschedule.killallevents | Admins | Kills all currently running triggered event instances across all enabled event schedules; registered as eventschedule.killallevents |
eventschedule.triggerevent | Admins | Triggers a named event schedule by partial name match; registered as eventschedule.triggerevent; lists available events if name is invalid or ambiguous |
farmableanimal.simhours | Admins | Simulates the provided number of hours on all farm animals within 10m |
gamemode.set | Admins | Sets the active game mode by name; game modes can alter loot tables, rules, and player abilities (e.g. softcore, hardcore) |
gamemode.setteam | Any player | Assign a player to a team in the active game mode. |
ioentity.debugqueue | Admins | Prints the current state of all IO entity processing queues showing queue type and pending entity counts; admin-only |
powergrid.fusestatus | Admins | |
powergrid.status | Admins | |
ridablehorse.ragdoll | Admins | Ragdolls the ridable horse entity directly in front of the calling admin player; useful for testing horse physics and death states |
ridablehorse.setforsale | Admins | Marks the horse directly in front of the calling admin player as for-sale, enabling the purchase interaction |
ridablehorse.sethorsebreed | Admins | Sets the breed index of the horse directly in front of the calling admin player to the given integer value |
santasleigh.drop | Admins | |
softcore.raidwindow_status | Admins | Print the current raid-window state: server local time, effective hours, and whether the window is open right now |
supply.call | Admins | Calls in a supply drop to a specific grid coordinate or position; useful for testing supply crate loot tables and airdrop pathing |
supply.drop | Admins | Spawns a supply drop at the calling admin or player position; the drop falls from the sky with a parachute like a naturally occurring airdrop |
travellingvendor.spawn | Admins | Spawns a Travelling Vendor at the calling player’s position on the nearest ring road; registered as travellingvendor.spawn |
travellingvendor.startevent | Admins | Spawns a Travelling Vendor event instance; registered as travellingvendor.startevent |
tutorialisland.debugislandpositions | Admins | |
vendingmachine.clearallvendingcustomerhistory | Admins | Wipe the backend customer stats data on all vending machines. Slow operation. |
vendingmachine.clearallvendinghistory | Admins | Wipe the backend stats data on all vending machines. Slow operation. |
waypointrace.startrace | Admins | |
xmas.refill | Admins | Manually triggers a Christmas gift spawn pass, filling the world with gifts up to the giftsPerPlayer target for all connected players |
ziplinelaunchpoint.highlight | Admins | |
ziplinelaunchpoint.report | Admins |
